Monster Island News
| Welcome to M o n s t e r l a n d F o r u m s! We are a growing, casual and friendly online community of movie fans who like to talk about giant monsters, horror and sci-fi in cinema, on television and on DVD. There are forums for sports, casual chat and video games as well. For those of you who like making art, writing stories and creating videos, our community includes a forum for these submissions as well. Check out our main index page and other board forums! Anyone is welcome to join our community! M o n s t e r l a n d F o r u m s was created on January 29, 2006 for the purpose of giving fans of giant monster films and other sci-fi/horror movies a friendly online meeting place to discuss all of their favorite films and other things of interest. -Lee "Packmule" Merritt Site founder |
| Josh's Retro Reviews; Random games from random years reviewed | |
|---|---|
| Topic Started: Nov 5 2007, 11:13 PM (1,295 Views) | |
| josh TX | Dec 24 2007, 09:55 PM Post #16 |
|
Monsterland Hall Of Famer
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]()
|
Review: Godzilla Unleashed (Playstation 2, 2007) Godzilla Unleashed, the third game of its kind developed by Pipeworks and publisher Atari, is unfortunately a step backwards from it's predeccesor. Even if you are big fan of the license, you will most likely have a hard time enjoying this title, which feels sloppy and rushed. Unleashed, at it's heart, is basically a big monster fighting game which allows players to choose one of 20 different kaiju and then battle it out in some major cities like London, New York, and Sydney, trashing real estate while beating the hell out of each other for monster dominance. Unleashed includes support for up to 4 players in "brawl" mode and the new feature in this title that's supposed to knock our socks off, the fully revamped 1 player story mode. Unfortunately online play is sorely lacking in this title, which is quite the dissapointment considering it was included in the game's predecessor, Godzilla: Save The Earth. The story mode, unfortunately, isn't all that great, or interesting. The overused alien invasion theme is used here again, through crudely drawn storyboard style cutscenes of human's discussing giant crystals that have suddenly appeared on Earth making all the kaiju go nuts. Of course the Vortaak want the crystals so they can take over earth. Watching these non-animated cut scenes of humans talking is about as interesting as watching paint dry. Story mode then boils down to taking control of a kaiju from one of 4 factions: Earth Defenders, Mutants, Aliens, or the Global Defense Force. Each faction reacts differently to the actions you take during the match, and will either ally with you or attack you based on your decisions. For instance, characters from the Global defense force, such as Kiryu or Jet Jaguar, will attack you if you destroy too many buildings, but may ally with you if you attempt to beat the mutants who are after the power crystals, such as Destoroyah or Megaguirus. It may sound like a cool feature but in practice doesnt work too well, as the computer AI is so unintelligent it will mostly run around in circles regardless of the decisions you make. On top of the bad AI, the game itself is glitch prone and will sometimes end your matches even while you fight other kaiju or the camera will sometimes lose the action completely while trying to pan in on a kaiju who has become stuck on the battlefield for no apparent reason. One of the few cool features new features are the stages. The cities you battle in have all been affected in different ways by the power crystals, Sydney is frozen, Tokyo is flooded, and Seattle is covered in hot lava from a recent volcanic eruption. Playing story mode allows players to grab crystals spread through these cities.The crystals act as a sort of "power-up" to gain life or beam weapon energy. After grabbing a few crystals, characters can go into a short "Critical Mass" mode that powers up their attacks significantly. Unfortunately this mode doesnt give the kaiju any "supermoves" to use like in the last games rage mode. Power "surges" can also be gained by defeating some enemies, and these surges can be used in future battles, some surges speed the player up temporarily while another gives a player a health boost. Unfortunately these surges arent available outside of the 1 player story mode, though. After battling through roughly 17 "days" (matches), the 1 player game ends, usually either in one last 4 monster battle, or a fight with SpaceGodzilla, the final boss, depending on the decisions you make and the character you use. Godzilla "Store" points are awarded to unlock more kaiju and the player is treated to more storyboard-narrated human discussion as an ending. Bleh. Unleashed's "Brawl" mode allows 1-4 players to simply duke it out in the traditional style of teams or free for all fighting, or the city destroying "destruction" mode, where points are tallied based on how much of a city the player destroys. While in past Godzilla games the multiplayer mode was the most enjoyable way to play the game, its really not so great here. Massive slowdown occurs in larger matches (3-4 players) and the framerate hikes up so bad you'll feel like a guy trapped in a 200 pound rubber suit who takes 30 seconds to throw one punch. The graphics arent much better. New textures have been added to some of the characters to try to spice up their appearance a bit, but some of them appear murky or washed out, and most of the buildings look like rudimentary blocks and lack the amount of detail seen in most playstation 2 games. The music here is awful as well, it includes none of the classic Godzilla tunes heard in the films and instead it feels like they went the cheap route and found some stock 90's rock music somewhere. Sound effects are accurate for most of the monsters, fortunately, one exception being Battra, who squeals in the same key as Rodan. As for the character movesets, it unfortunately appears that no effort at all has gone into giving any of the characters new attacks or abilities. They all play the exact same as in the last game, and the two additional characters, Obsidius and Battra, are just clones of existing chracters with the same movesets. The "Store" aspect of the game allows players to purchase additional kaiju after playing through brawl and story modes to earn points towards unlocking their favorite monsters who aren't available from the outset. There are also trailers and art gallery photos that can be unlocked to add a bit of replay value to the game. While some players will enjoy unlocking all the creatures, the ridiculous amount of points required to unlock them all feels like a cheap way to keep people playing a game that, in itself, isnt very fun or rewarding. Godzilla Unleashed could have been a much better game but feels uncared for and rushed for the holiday shopping season. The major slowdown problems, glitches, and lack of online play make this game essentially worse than it's predecessor and the two new monsters included and the heavily lauded story mode don't add any enjoyment to this title. The basic gameplay is slow and clunky, the graphics look like Playstation 2 circa 2003 and the music is hard on the ears. Even as a major fan of the license, its hard for me to honestly recommend this game to anyone but die-hard fans. The Nintendo Wii version of this title is supposed to be the definitive version, with better controls and more monsters, but that's no excuse for this lackluster rendition. Im sorry Pipeworks, but Godzilla and PS2 owners deserved better than what you delivered here. My Score: 4.5/10 ![]() ![]()
|
| |
![]() |
|
| gojiramatthew | Dec 25 2007, 08:24 AM Post #17 |
|
Fan Of The Evil Dead Trilogy
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]()
|
Good review, I hope the Wii version is better. How long till you get to Doom?.
|
|
My Youtube Account: http://www.youtube.com/user/gojiramatthew?gl=AU&hl=en-GB Enjoy the videos, that I made with my friends :) ![]() | |
![]() |
|
| josh TX | Jan 2 2008, 10:49 AM Post #18 |
|
Monsterland Hall Of Famer
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]()
|
With my schedule the way it is now, Matthew. It might take a bit of time, considering I still havent had time to look for my old pc copy of Doom. Im hoping to get around to reviewing Doom by Late February or early March though. Thanks for your patience and thanks for reading. :) |
| |
![]() |
|
| josh TX | Jan 11 2008, 06:26 PM Post #19 |
|
Monsterland Hall Of Famer
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]()
|
Review: Moon Patrol (Arcade, 1982) Moon Patrol's quarter munching exploits involve characters manning a moon rover and blasting their way through UFO's and hopping craters. With it's simple control scheme and premise, it lured arcade-goers in with its addictive gameplay style, it's notorious difficulty often emptying their wallets in the meantime. This made the game more or less perfect for the Arcades. The premise of Moon Patrol is very straightforward. Simply move your moon rover from point A to point Z, along the way hopping craters and rocks and blasting whatever hostile forms of life came after you. These included a variety of UFO, small tanks on the ground, and annoying alien ships that would attempt to run you over from behind. Who ever thought there was so much hostility on the Moon? Of course your rover is no slouch either. Besides being manned with the hydraulics to hop over craters and rocks, the rover is equipped with a dual firing weapon that shoots both above and directly in front of it with each press of the button, so players can hopefully take out overhead UFO's and rocky roadblocks on the ground at the same time. Anybody who dropped a quarter into Moon Patrol learned pretty quick: This game is tough. It required precise timing to jump over the craters in the right succession, and all the while a player did that, he also had to keep an eye on what was going on above him as UFO's consistently hovered above and dropped a stream of projectiles down. It was a good, often frustrating test of hand-eye coordination that left gamers pumping more and more coinage into the machine to continue off where they died. It was a guilty pleasure though, as Moon Patrol was quite enjoyable if one could focus enough not to become too frustrated. There's a small display at the top of the screen indicating your timeon the course and also a progress bar that shows you how far along you are from point A to point Z. Every few letters reached the game will stop and these "checkpoints" will tally up your time and compare it with the projected finish time. Bonus points could be earned if you were able to reach a checkpoint under the par time. If a player was skilled enough to beat the begginners course, the next big thing was the champion course, played similarly to the first but infinitely more difficult. I couldnt tell you what comes after that, as I never quite made it through that one. Moon Patrol was a simple shooter that was fun enough for anyone to try but quickly got tough to the point of frustration for those less inclined to stick around and pump some serious allowance money into it. The control was responsive but demanded precise movement by the player with little room for error found in most easier games. While not being as addictive as titles like Pac-Man or Galaga, it still was a good title for those with patience and good hand-eye coordination. My Score: 7/10 ![]() ![]() ![]() ![]() |
| |
![]() |
|
| gojiramatthew | Jan 12 2008, 11:40 PM Post #20 |
|
Fan Of The Evil Dead Trilogy
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]()
|
Interesting review, that Moon Patrol game reminds me of a game I played when I was young. |
|
My Youtube Account: http://www.youtube.com/user/gojiramatthew?gl=AU&hl=en-GB Enjoy the videos, that I made with my friends :) ![]() | |
![]() |
|
| josh TX | Jan 23 2008, 05:46 AM Post #21 |
|
Monsterland Hall Of Famer
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]()
|
Review: Devil May Cry 3: Dante's Awakening Spec. Edition (Playstation 2, 2006) In this prequel to the previously released Devil May Cry action titles, players get to learn a bit more about the origins of Dante the half-demon devil slayer, while exploring new gameplay features and moves. The budget-priced special edition version of Devil May Cry 3 also throws in a few goodies and tones down the incredibly tough and unforgiving difficulty of the old DMC 3. For those who may be unfamiliar with the series, Devil May Cry is a sleek, stylish, fast paced action series starring a half-devil, half human entity named Dante, an ass-kicking, sword-swinging, cartridge emptying badass, capable of performing acrobaticlly unbelievable swordsmanship while at the same time mixing in plenty of abuse from a twin pair of 9mm handguns that never seem to run out of ammo. Needless to say, this guy definetly isn't your average hero. Supposedly the son of the devil himself, Dante also has the ability to briefly turn from human form to demon, to exact even more throttling pain on his underworld enemies. The game is played entirely in third-person perspective, and consists mainly of multiple skirmishes with a variety of demonic foes, big boss battles, and a light sprinkling of puzzle scenarios while moving through beautiful gothic environments. I won't give away too many story spoilers, but our adventure starts out with a young Dante attempting to open up a shop for a demon-slaying service. Of course before he can do anything he is attacked by a group of scythe wielding ghouls, and after the battle he witnesses a huge, foreboding tower rise straight out of the ground. Knowing already that it's the work of his evil twin brother, Dante heads toward the tower in search of a few good fights... Gameplay wise, Dante has a few tricks up his sleeve not found in the older DMC games. For one, he has four fighting styles this time around, each emphasizing a different aspect of combat. Gunslinger allows Dante to use his projectile weapons iin more varieties of ways, swordmaster puts emphasis on melee combat, while trickster and royal guard styles help evade and defend attacks, respectively. Over time these abilities can be powered-up and new moves can be learned. Another new feature is the ability to switch between two melee and two projectile weapons on the fly- you no longer need to stop the in-game action anymore to do this. This ability opens the doors to a variety of new combos- knock an enemy to the air with the sword, hit him with a few rounds of 9mm, then switch to the shotgun on the fly to blow em back and outta your face. There's tons of possibilties here. Even though the "special edition" of this title toned down the difficulty of the game significantly with the option to continue near where you left off, it still doesnt make this title a walk in the park, and you'll need to use the above-mentioned combos effectively to do well in the game. Players will learn right off that this isn't a button mashing affair; it takes skill and learned tecniques to effectively hack and slash your way through thousands of Hell's minions. Fortunately, that's when this game truly becomes enjoyable. Dante commands a wide range of skills and moves, and using these on hapless enemies brings great enjoyment and a sense of fullfillment because th game does it well. The action is lightning fast, animation is smooth, and the weapons really feel authentic. Swinging the big sword Rebellion really feels satisfying, and firearms like the shotgun have a visible kick to them after being fired. It all adds to the immersiveness of the game and really feels satisfying to perform these wicked combos that are great visual eye candy once the player gets the hang of it and gets in rhythm. At the end of each mission, you will be rewarded with a letter grade for how well you perform these combos, as well as grades for categorizes such as time and item usage. This gives players a good amount of incentive to try new combos and explore new ideas. It also adds to the replay value quite a bit, as you may learn that a a weapon acquired later would go along way against a certain enemy in an earlier level. You are always welcome to go back and re-play levels you have already beat with your newer abilities, and this in turn could help you increase your score if you may have gotten bad grades on a level before. Devil May Cry 3 is mainly about maniacally intense fighting, but there's also a decent amount of exploring and a few puzzles to solve. As said before, the scenery in the game gives gamers view of a beatifully dark gothic apocalypse like world, and inbetween slaying grim-reaper like creatures and giant stone chess pieces come to life, Dante will solve the occasional puzzle and even do a small bit of platform jumping while traversing the many floors of the tower in search of his brother Vergil. Boss opponents in the game are quite varied, and some of the best and most intense gameplay experiences ever. The bosses here have a large variety of moves, and none of them are much of a slouch, so the battles that ensue will be an adrenaline rushing experience. Theres a great cast of creatures here, from a giant worm to a female vampire succubus to a large Golem-like creature just to name a few. Even better, defeating some of these bosses will allow you to take control of their weapons and use them for yourself. The between-level cutscenes featured in Devil May Cry 3 are simply amazing. The motion capture used for these scenes must have been superb, because the cutscenes are full of high flying, jaw-dropping, over the top acrobatic action that any action film fan would love. The game's soundtrack, consisting of minor key foreboding build ups and rampant heavy metal for the action scenes, works great and fits Dante's flamboyant personality perfectly. The sounds are full of all the demon screeches, sword clanks, and evil laughs you would expect from a title such as this, and the firearms repeatedly going off again and again in mid-combo are like music to an action fans ears. Devil May Cry 3 is not a game to be missed by anyone who is even half interested in fast paced action titles. The special edition gives gamers everything they need, including an adjustable difficulty setting and the ability to play as a new character once the game is finished, which adds a good amount of replay value to this title. Devil May Cry 3 is fast, fun, smooth, and the control is accurate to a tee. The game delivers to fans of horror and action alike, mixing small elements of great titles from both ends. Imagine mixing the Matrix with some of the old monster movies, stirring it up, and making a video game about it. Devil May Cry 3 offers the action, style, and feeling you are looking for. If you haven't tried this game, you should. My Score: 9/10 ![]() ![]() ![]() ![]()
|
| |
![]() |
|
| gojiramatthew | Jan 23 2008, 06:31 AM Post #22 |
|
Fan Of The Evil Dead Trilogy
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]()
|
Good review Josh, sounds like a fun game. Hows the search for Doom going?.
|
|
My Youtube Account: http://www.youtube.com/user/gojiramatthew?gl=AU&hl=en-GB Enjoy the videos, that I made with my friends :) ![]() | |
![]() |
|
| packmule | Jan 23 2008, 08:22 AM Post #23 |
![]()
Site founder - Searching for Cropsy
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]()
|
Josh, very nice work! I'd be interested in your opinion on old video games like Galaga and Centipede. I played these games heavily, in video arcades, when I was in high school so obviously they may have already been mothballed by the time you started to hit the video game arcades and such. Nice reviews, Josh. thumbs up |
![]() Packmule's Pen Latitude Zero(1969) The Relic(1997) | |
![]() |
|
| josh TX | Jan 23 2008, 11:42 AM Post #24 |
|
Monsterland Hall Of Famer
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]()
|
Thanks for reading, fellas. It really makes for a sense of accomplishment. Matthew, I have found Doom. I've added it into my timeline of games, and I will most likely start playing it once I've beaten the games I'm playing now. Expect a review for this game in late Feb. or early March as I noted before. I would do it earlier, but I'd like to replay the game and get a fresh feeling of it again so I can gather my thoughts and my impressions will be more accurate. |
| |
![]() |
|
| gojiramatthew | Jan 28 2008, 06:55 PM Post #25 |
|
Fan Of The Evil Dead Trilogy
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]()
|
Ok, if I might ask are you reviewing any of the Halo games or any Xbox games?. |
|
My Youtube Account: http://www.youtube.com/user/gojiramatthew?gl=AU&hl=en-GB Enjoy the videos, that I made with my friends :) ![]() | |
![]() |
|
| josh TX | Feb 3 2008, 07:34 PM Post #26 |
|
Monsterland Hall Of Famer
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]()
|
Games I'm currently playing: Resident Evil 4 (PS2) Halo 3 (XBOX 360) Soul Calibur 2 (XBOX) Warhawk (PS3) Plus I'm always playing a variety of retro games off and on. You may see reviews in the future for the games featured above. |
| |
![]() |
|
| josh TX | Feb 21 2008, 09:07 PM Post #27 |
|
Monsterland Hall Of Famer
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]()
|
Review: Karate Champ (Arcade, 1984) Before one-on-one fighting titles really took off in the 90's with titles like Mortal Kombat and Street Fighter 2, Data East's Karate Champ helped define the genre with a simple yet realistic take on a 1 on 1 karate tournament. Karate Champ's 2 player mode and innovative control style keep the game remembered today as one of the premier fighting titles in video game history. Karate Champ was an accurate video game representation of a karate match - not unlike real karate tournaments, the goal here isn't to beat the opponent to death until you knock them out. The game is instead based on a point system, with two combatants squaring off to attempt to gain a win through a best of three rounds system with each round requiring 2 points to win. Remember Karate Kid? Depending on the difficulty of the move performed, it was possible to earn either a half or full point for the successful landing of an attack. For example, landing a basic front kick was worth half a point while a roundhouse was worth a full point. Win 2 points to win the round and 2 rounds to beat the opponent, then it's on to the next. The first stage takes place in a practice dojo setting while all opponents thereafter are fought in a tournament setting and become progressively more difficult to defeat. Oddly enough, buttons are not used in Karate Champ's gameplay; instead they are replaced by another joystick. Players would use the left stick to move and depending on the direction of the right stick, it was possible to throw a variety of different punches and kicks. Using the two sticks in unison allowed players to do more intricate manuevers such as jumpkicks or backflips. The dual joystick feature was a unique way to play the game and something that really set it apart from the pack. It took some practice to get used to, but once mastered it felt smoother and more natural than bashing on buttons. While it wasn't true complete analog control, it did give experienced players more of a sense of freedom of movement. Unfortunately the hit detection wasn't always spot-on, and frustration would often mount when you saw your characters clinched fist go right through an opponent's stomach and yet still somehow miss. While the single player aspect of Karate champ could become quickly repetitive, the 2 player mode was where the game shined. Like most fighting games, it was always more fun with a friend, and this aspect of the game led to the most quarter pumping competition in the local aracades. The single player mode included a couple simple bonus stages to help break the repitition, but the 2 player mode was what it was all about at the end of the day. The graphics and sound featured in Karate Champ were above average for it's time. The character sprites were large and colorful and the variety of karate animations were accurately represented. The sound effects included the garden variety of "hi-yaa" you would expect to hear in a martial arts setting, and the game also included actual speech audio, so the ref would yell "begin" and "point" at the appropriate times, a feature most games didn't include at the time. An early entry to the fighting genre, Karate Champ helped to define a genre that would later help save arcades around the world and inspire numerous glaobal fighting competitions. Despite it's flaws, Karate Champ was a competent and enjoyable 2 player title, and one that fighting titles today still owe homage to. My Score: 7/10 ![]() Arcade Cabinet ![]()
|
| |
![]() |
|
| packmule | Feb 24 2008, 07:16 PM Post #28 |
![]()
Site founder - Searching for Cropsy
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]()
|
Another outstanding review, Josh! Thanks! |
![]() Packmule's Pen Latitude Zero(1969) The Relic(1997) | |
![]() |
|
| josh TX | Mar 25 2008, 07:05 AM Post #29 |
|
Monsterland Hall Of Famer
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]()
|
Review: Turok (Playstation 3, 2008) Turok, in and of itself, is actually a franchise with quite a bit of history, dating all the way back to the old Gold Key comics of the 1950's. Years later, a Valiant comic series resurrected the Native-American Dinosaur Hunter in the 90's, and was followed by a successful Nintendo 64 FPS (First-Person Shooter) title, Turok: Dinosaur Hunter. It spawned another popular sequel, and for a time, Turok games were considered some of the best FPS shooters. But after Turok's last 2003 outing, Turok: Evolution garnered only a lukewarm reception, the series sat on the shelf a bit and the rights to the franchise changed hands after publisher Akklaim went bankrupt. Now in the hands of developer Propaganda games, the new game simply titled "Turok" starts things anew, discarding all storyline and characters from previous titles, taking the series in a more straightforward action approach as opposed to the time-traveling fantasy feel of the last title. This time around we follow Joseph "Turok", a descendant of the original Turok character Tal Set, who is a member of Whiskey company, an elite military group sent to track and hunt down Roland Kane's Wolfpack group, another expertly trained former military unit trained in Black Ops. Turok used to be a member of Kane's Wolfpack unit; but after a falling out, Turok was assigned to Whiskey to help track his former General and his rogue band of soldiers who are helping a large corporation develop a biochemical weapon. After Whiskey company crash land their ship on a remote island filled with man-eating Dinosaurs, we learn that Kane's Wolfpack Army is also on the island and Turok's mission becomes tracking Kane down as well as surviving the deadly jungle habitat. As the story progresses we learn through a series of flashbacks why Turok left Kane's unit, but I won't give anymore of the story away. Gameplay in Turok is similar to most FPS titles, with an emphasis on Dinosaurs adding an extra twist to the game. While Turok's primary enemies are Wolfpack soldiers, numerous dinos are spread out throughout the dense jungle environments, and will attack the player or enemy soldiers indiscriminately, although their presence can be used to the player's advantage. Weapons such as the shotgun have a flare launcher that will attract dino's, and flares can be shot in your enemies direction to draw velociraptors or numerous other flesh eaters towards your foes. Dino eggs can also be destroyed, angering mothers into attacking any nearby soldiers. This element of the game, while a nice twist, unfortunately wasn't incorporated into the game quite as much as you might expect. Another unique aspect of the game is the presence of stealth sequences that allow a player to use a survival knife or a bow and arrow to quietly dispatch their foes. The knife in particular is an extremely enjoyable way to kill both humans and dinos- as the player approaches an unsuspecting victim, Turok will raise his knife, and upon the press of a button, the game goes into a quick third-person angle and exhibits, in gory detail, the act of slicing a dinosaur throat or grabbing a soldier's neck and stabbing him square in the chest. There are different kill animations depending on the angle and the type of dinosaur/soldier killed, so killing with the knife is quite enjoyable and one of the better aspects of the game. Firearms in Turok unfortunately don't feel quite right - while there are some powerful looking guns available, most of them are missing something - there seems to be a real lack of impact when firing most of the weapons. The shotgun can be dual wielded, but it suffers from a lack of kickback and sense of destruction that leaves it feeling underwhelmingly weak, as do many of the other guns. The machine guns and plasma rifles take so many rounds to kill a dinosaur, it's easier to find success running at them head on with the knife, thus making most of the firearms feel useless. Using a modified build of the Unreal engine, characters and dinosaurs look very detailed and smoothly animated. The knife sequences especially serve to show off the great graphical animation present as Turok leaps on the back of a snapping velociraptor and runs his blade across it's throat. While the jungle and cave environments of the island serve as a good backdrop for a dino hunt, they unfortunately look as though not nearly as much time was spent on creating them. An overall lack of detail haunts most of the trees and grassy hills of the island, rendering them plain and blurry, and the dark green tones used in the game really wash things out. The jungle isnt nearly as colorful or lifelike as it could've been, instead looking mostly an olive drab tone devoid of any real detail. Audio for the game is done moderately well, with a smooth percussive tone that sets the ambiance of the jungle and picks up during the action sequences. Turok also includes a well-known voice cast, with actors such as Timothy Olyphant, Powers Boothe, and Donnie Whalberg lending voices for the in-game characters. Turok suffers a bit in the progression of its checkpoints and chapter stops- at times a player may reach a checkpoint with relative ease but then may find that he has to destroy in excess of 50 enemies or cover tons of ground to reach the next checkpoint or chapter stop, and while a talented player should be able to make it through the game without too much difficulty, the irregular chapter stops lead to a sense of disorganization and really lend the feeling that a sense of balance or progressing difficulty was left out of the game. A basic multiplayer element is included in Turok- it includes support for up to 16 players for the standard multiplayer games such as deathmatch, team deathmatch, capture the flag, and a co-op mode, which allows 4 players to work together against a wolfpack element on 3 different missions. While the multiplayer is pretty much standard fare, it is nice to play cooperatively and the co-op mode is a welcome feature. Oddly enough, however, no local split-screen mode is included, so players wishing to shoot up their friends and family at home offline may be a bit dissapointed. All in all, Turok is a decent shooter that, despite it's flaws, is still an enjoyable game to play due to some of its unique features. The dinosaur infested jungle shooting may cater to those tired of the countless military shooter games on the market, and the game offers a few memorable gameplay moments that only a game like Turok could bring, such as running from a stampeding T-Rex or battling a giant tentacled water beast in the depths of a dark cave. While many FPS purists would likely scoff at some of the broken gameplay features, Turok is still a game that can be picked up and enjoyed by most with a fleeting interest. My Score: 7.5/10 ![]() ![]() ![]()
|
| |
![]() |
|
| Slainmonkey | Mar 25 2008, 01:19 PM Post #30 |
![]()
Monsterland Technican
![]() ![]() ![]() ![]()
|
I'd hope to see a new Turok game that was good I enjoyed the first 2....though those kids in 2 annoyed that hell out of me and then the series seemed to take a downward tailspin...the graphics in this one sure look nice and it's nice to seen another game series get it's mojo back |
![]() |
|
| 1 user reading this topic (1 Guest and 0 Anonymous) | |
| Go to Next Page | |
| « Previous Topic · Toggle Up-Video Gaming · Next Topic » |





![]](http://209.85.117.197/static/1/pip_r.png)






















6:53 PM Nov 23
